I don't really see a point in an item delivery system. It doesn't take long to get to the nearest shop, be it the one at the base or the ones in the middle of the map. In the beginning of the game, you're always a few steps away from a shop near your tower. Later in the game, both the character...
There's a certain dilemma here. If you have a charge that builds up damage on the ability, you'd dominate early game, which is when characters stay away from each other the most. If you make it an upgrade for late game, it would make it much less useful as late game fights are mostly in close...
Most of the art assets in the game are not final. I would assume that includes item icons.
If anything, I'd prefer that even when the item icons are finalized, there's an option to turn on "Simplified Icons" to reduce visual clutter.
With the amount of rolling you do in the game, that would make it way too strong, I feel.
One way I would go about it is making it replenish a certain amount of ammo on rolling. 25% or something.
Or make it a thing that works over a period of time. As you start sliding, it starts putting ammo...
Alternative name: Romantic's Faith
An item that does 2 mechanics. The mechanics are switched in sequence 1 > 2 >1 > ...
1 > Sacrifice your health for a fire rate boost
2 > Burst heal
Cooldown between the uses is fairly long to ensure you can't use both in the same fight
The idea is to have to...
Yeah, I was debating on whether or not to include reload in the base skill. My thinking was that in the early game, when you only just get the ability, it would make fighting him really annoying. Especially coupled with Swift Getaway. I guess the compromise would be to have a flat ammo return on...
Weapon undecided, but I think it should be something with a fast fire rate and ~30 ammo.
Ability 1 - Mucus Explosion (Active)
Deal damage to enemies in a radius, pushing them away.
On upgrade, reduce cooldown, improve damage and range, add slow.
Ability 2 - Swift Getaway (Active)
(In the Air...